U.S. patent application number 16/590843 was filed with the patent office on 2020-08-20 for method and system for online matchmaking and incentivizing users for real-world activities.
The applicant listed for this patent is Mark Ogunsusi. Invention is credited to Mark Ogunsusi.
Application Number | 20200265526 16/590843 |
Document ID | 20200265526 / US20200265526 |
Family ID | 1000004845067 |
Filed Date | 2020-08-20 |
Patent Application | download [pdf] |
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United States Patent
Application |
20200265526 |
Kind Code |
A1 |
Ogunsusi; Mark |
August 20, 2020 |
METHOD AND SYSTEM FOR ONLINE MATCHMAKING AND INCENTIVIZING USERS
FOR REAL-WORLD ACTIVITIES
Abstract
The present invention relates to a rank-based user-to-user and
user-to-venue matchmaking. A user profile is created on a user
device through a software application or website. The user can
generate temporary points by performing various temporary points
attributing actions as described above. The temporary points will
become permanent points after real-world authentication process,
the user may perform some predefined real-world activities to
directly attribute points to the permanent points. The permanent
points determine the rank or status of the user profile. Further,
the user based on his/her user profile is enabled to view/match
another user's profile. The real-world authentication and various
other points attributing actions performed by a user have certain
virtual or real-world benefits to the user.
Inventors: |
Ogunsusi; Mark; (Washington,
DC) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Ogunsusi; Mark |
Washington |
DC |
US |
|
|
Family ID: |
1000004845067 |
Appl. No.: |
16/590843 |
Filed: |
October 2, 2019 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
H04L 67/18 20130101;
A61B 5/165 20130101; H04L 67/306 20130101; G06Q 40/08 20130101;
G06F 21/31 20130101; A61B 5/1118 20130101; G06Q 50/01 20130101;
G06Q 30/0235 20130101; G06Q 30/0277 20130101; A61B 5/024 20130101;
G06Q 50/265 20130101; G06Q 30/0215 20130101; G16H 40/67 20180101;
G06F 16/9535 20190101; G16H 50/70 20180101; G06Q 30/0631 20130101;
G06Q 30/0203 20130101; G06F 16/24578 20190101 |
International
Class: |
G06Q 50/00 20060101
G06Q050/00; G06F 16/9535 20060101 G06F016/9535; G06Q 30/06 20060101
G06Q030/06; G06Q 30/02 20060101 G06Q030/02; G16H 40/67 20060101
G16H040/67; G16H 50/70 20060101 G16H050/70; G06Q 40/08 20060101
G06Q040/08; G06Q 50/26 20060101 G06Q050/26; G06F 16/2457 20060101
G06F016/2457; G06F 21/31 20060101 G06F021/31; H04L 29/08 20060101
H04L029/08; A61B 5/16 20060101 A61B005/16; A61B 5/024 20060101
A61B005/024; A61B 5/11 20060101 A61B005/11 |
Claims
1. A system for online matchmaking comprising: one or more
processors; and a computer-readable medium comprising a set of
instructions when executed by one or more processors, configured to
cause the one or more processors to perform operations comprising:
receiving, by a system at least one parameter of a user;
generating, by the system, temporary points based on the at least
one parameter; converting, by the system, the temporary points to
permanent points based on real world activities of the user;
authenticating, by the system, a user profile based on the
real-world activities; ranking, by the system, the user profile
based on the long-term incentives provided to the user based on the
real world activities; and providing, by the system, to the user,
appropriate matches based on the ranking of the user profile.
2. The system of claim 1, wherein the operations further comprise:
providing, by the system, to the user, one or more services based
on the user profile and the ranking of the user profile.
3. The system of claim 2, wherein one or more services comprises
providing details of a venue for meeting.
4. The system of claim 2, wherein one or more services comprises
providing one or more items for purchase.
5. The system of claim 1, wherein the operations further comprise:
incentivization, by the system, the user based on the ranking of
the user, wherein incentivization comprises inducing the user to
earn more permanent points.
6. The system of claim 1, wherein the real-world activities
comprises interacting with a real human for authenticating the user
profile and converting the temporary points to the permanent
points.
7. The system of claim 1, wherein the real-world activities
comprises interacting with a robotic machine for authenticating the
user profile and converting the temporary points to the permanent
points.
8. The system of claim 1, wherein the real-world activities
comprises receiving, by the system, from the user, a geo-location
of the user for authenticating the user profile and converting the
temporary points to the permanent points.
9. The system of claim 1, wherein the user device comprises an
interface, the interface provided by the system, and the at least
one parameter relates to interacting of the user with the
interface.
10. The system of claim 9, wherein the interacting of the user
comprises providing, by the user, a feedback on other user
profiles.
11. The system of claim 9, wherein the interacting of the user
comprises uploading, by the user, to the system, a photograph.
12. The system of claim 9, wherein the interacting of the user
comprises sharing by the user, the one or more services in a
group.
13. The system of claim 1, wherein the real-world activities
comprise check-in, by the user, at the venue.
14. The system of claim 1, wherein the real-world activities
comprise purchasing, by the user, the one or more items.
15. The system of claim 1, wherein the operations further
comprises: providing, by the system, to the user, one or more
benefits.
16. The system of claim 15, wherein the one or more benefits
comprises a monetary benefit.
17. The system of claim 1, wherein the temporary points are
withdrawn by the system, from the user, after a predetermined
period of time, the predetermined period of time configured into
the system.
18. The system of claim 1, wherein the parameter relates to
psychological status of the user while interacting with the
system.
19. The system of claim 1, wherein the parameter relates to
psychological response of the user in relation to an event of the
system.
20. The system of claim 1, wherein the parameter relates to
physical activity of the user while interacting with the
system.
21. The system of claim 1, wherein the parameter relates to an
activity of an another user in relation the user.
22. The system of claim 18, wherein the psychological status of the
user is determined by a wearable device, the wearable device
comprising a sensor for heartbeat.
23. The system of claim 18, wherein the psychological status of the
user is determined by an image processing device.
24. The system of claim 19, wherein the psychological status of the
user is determined by a wearable device, the wearable device
comprising a sensor for heartbeat.
25. The system of claim 19, wherein the psychological status of the
user is determined by an image processing device.
26. The system of claim 20, wherein the physical activity comprises
dancing.
27. The system of claim 21, wherein the activity of the another
user comprises liking, by the another user, the user profile.
28. The system of claim 1, wherein the operations further
comprises: making public, by the system, the rank of the user.
29. The system of claim 9, wherein the interacting of the user
comprises posting an advertisement, by the user, on the system.
30. The system of claim 9, wherein the interacting of the user
comprises providing a feedback of the venue by the user.
31. The system of claim 9, wherein the interacting of the user
comprises providing a comment about other user's profiles, by the
user.
32. The system of claim 1, wherein the system is used for in-person
matchmaking involving attribution of points to permanent points
based on the pre-defined real world activities.
33. The system of claim 32 wherein a relatively higher amount of
long-term points are attributed for in-person matching with higher
ranked users and a relatively higher amount of short-term points
are attributed for virtual matching with higher ranked users.
34. The system of claim 1, wherein POPP3N users are attributed
higher points at higher ranked venues and venue users are
attributed higher points for higher ranked users.
35. The system of claim 1, wherein the system is used in real time
autonomous vehicle applications involving matching of speed dates
based on monitored activity patterns in which points are assigned
relatively for virtual and real meetings.
36. The system of claim 1, wherein the system is used to enable
matching students to study groups, teachers, tutors inside and
outside autonomous vehicles.
37. The system of claim 1, wherein the system is used in health
care pharmaceutical product applications where the pharmaceutical
product ranking or surgical technique is matched with user entity
product based on a group of classifiers.
38. The system of claim 1, wherein the system is used in insurance
plan applications involving matching of the insurance plan with the
user plan based on user entity plan characteristics and user
activity.
39. A computer implemented method for rank-based user-to-user and
user-to-venue matchmaking comprising: receiving, by a system, from
a user, a user profile, the user profile comprising activities of
the user at a user device, the system electronically connected to
the user device; generating, by the system, temporary points based
on the user profile; converting, by the system, the temporary
points to permanent points based on real world activities of the
user; authenticating, by the system, the user profile based on the
real-world activities; ranking, by the system, the user profile
based on the permanent points; providing, by the system, to the
user, appropriate matches based on the ranking; incentivization, by
the system, to the user based on the permanent points; and
providing, by the system, to the user, one or more services based
on the user profile and the permanent points.
40. The method of claim 1, wherein higher points are attributed for
a users POPP3N at higher ranked venues and these higher points are
also attributed to venue users for higher ranked users.
41. The method of claim 39, wherein incentivization comprising
inducing the user to earn more permanent points.
42. The method of claim 39, wherein one or more services comprises
details of a venue of meeting.
43. The method of claim 39, wherein the method further comprises
deactivating the user profile on failed authentication.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to a system and method for
online rank and publication-based user-to-user and user-to-venue
matchmaking, more particularly, relates to a method for
authenticating identities and incentivizing the online users for
real world activities.
BACKGROUND OF THE INVENTION
[0002] The present invention relates to a system and method for
online rank and publication-based user-to-user and user-to-venue
matchmaking. More particularly, the present invention relates to a
method for authenticating identities and incentivizing online users
for real-world activities.
[0003] Dating and other social networking applications are becoming
popular among people to meet new individuals and remain in touch
with friends, relatives, colleagues and the like. Online dating
applications represent a popular way for millennials to meet and to
begin relationships whether for friendship, romance, or the pursuit
of shared interests. Such applications have evolved from mere text
messages and calls, in the past, to more sophisticated services
offering photographs, videos, highly detailed profiles, and
predictive compatibility tests, all intended to allow a user to be
matched more precisely with a set of potential new acquaintances or
dates.
[0004] Despite a myriad of advancements in the conventional online
dating applications, the known applications of the art still suffer
from one or more heretofore unrecognized and inadequately addressed
disadvantages such as, but not limited to: user loneliness or
isolation within a virtual existence or tech-based system; ghost
user accounts; user deception; over-reliance on superficial user
information; and over incentivization to perform virtual activity
rather than real activity. The user of the known applications holds
control over his or her profile and could specify what information
in the profile is displayed to others, whether accurate or
fabricated. Thus, a major drawback of conventional online dating
services is that the users tend to restrict themselves to the
virtual world or to virtual personas without generating meaningful
real relationships and interactions in the real or physical world.
Conventional applications seek to keep users focused on their tech
devices, rather than interact in reality.
[0005] Furthermore, another heretofore unrecognized disadvantage of
current online dating applications is that spending a large
proportion of time online may negatively affect the psychological
and physical health of the user. These existing applications,
through use of superficial profile and personality depictions,
foster an unreal portrayal of filtered, photoshopped, or edited
user personalities, while simultaneously encouraging users to
remain complacent in and with such superficial "virtual"
personalities, a methodology of superficial matchmaking that has
not and cannot sustain a properly evolving species.
[0006] Moreover, current online matchmaking applications do not
provide adequate protections against fake, catfish, or simply
inactive profiles, which may result in user frustration and
psychological withdrawal from meaningful dating experiences,
thereby further adding to the virtual isolation threat.
[0007] Therefore, a novel and heretofore unnoticed need is
recognized for an online matchmaking service that overcomes the
above-mentioned disadvantages of conventional online dating and
other matchmaking applications.
[0008] The term matchmaking herein connotes any instance whereby a
user perceives another user, in real-world or virtual reality, and
indicates positively or negatively an opinion, through
technological observation or human observation, on the perceived
user's representation, traits, or profile, whether virtual or
in-person. Also, the online matchmaking applications include online
dating application, and both are interchangeably used
hereinafter.
[0009] The term "venue" connotes any location wherein the social or
economic activities of users may be monitored either through
technological means or human observation.
SUMMARY OF THE INVENTION
[0010] It would be highly advantageous, therefore, to alleviate the
shortcomings and the deficiencies inherent in the conventional
online dating and other matchmaking applications. Therefore, a
principal object of the present invention is directed to a
rank-based based system for user-to-user and user-to-venue based
matchmaking, and a method implemented by the system.
[0011] Another objective of the present invention is that the
present invention weeds out fake users or fake profiles.
[0012] Still another objective of the present invention is that the
users can be publicly ranked based on their virtual and real-world
activities.
[0013] Yet another objective of the present invention is that the
users can be incentivized for and to commit real-world
activities.
[0014] A further objective of the present invention is that the
users can be punished for missing/avoiding any of the real-world
activities.
[0015] Yet another objective of the present invention is to utilize
virtual activity of the user to further incentivize real world
activity through real world point conversion requirements.
[0016] It should be understood that the present invention
disclosure is not limited to particular systems and methodologies
described herein, as there can be multiple possible aspects of the
present invention disclosure which are not expressly illustrated
herein. It is to be understood that the terminology used in the
description is for the purpose of describing the particular
versions or embodiments only and is not intended to limit the scope
of the present invention disclosure.
BRIEF DESCRIPTION OF THE ACCOMPANYING DRAWINGS
[0017] The accompanying drawings illustrate the best mode for
carrying out the invention as presently contemplated and set forth
hereinafter. The present invention may be more clearly understood
from a consideration of the following detailed description of the
preferred embodiments taken in conjunction with the accompanying
drawings wherein like reference letters and numerals indicate the
corresponding parts in various figures in the accompanying
drawings, and in which:
[0018] FIG. 1 illustrates a block diagram of a rank-based
matchmaking system according to a most preferred embodiment of the
present disclosure; and
[0019] FIG. 2: illustrates a flowchart of the rank-based
matchmaking system according to the most preferred embodiment of
the present disclosure.
DETAILED DESCRIPTION OF THE PRESENT INVENTION
[0020] Embodiments of the present invention disclosure will be
described more fully hereinafter with reference to the accompanying
drawings in which like numerals represent like elements throughout
the figures, and in which example embodiments are shown.
[0021] The detailed description and the drawings illustrate
specific exemplary embodiments by which the disclosure may be
practiced. These embodiments are described in detail to enable
those skilled in the art to practice the disclosure. It is to be
understood that other embodiments may be utilized, and other
changes may be made, without departing from the spirit or scope of
the present disclosure. The following detailed description is
therefore not to be taken in a limiting sense, and the scope of the
present disclosure is defined by the appended claims. Embodiments
of the claims may, however, be embodied in many different forms and
should not be construed as limited to the embodiments set forth
herein.
[0022] Embodiments of the present invention disclosure are
discussed below with reference to the Figures. However, those
skilled in the art will readily appreciate that the detailed
description given herein with respect to these figures is for
explanatory purposes as the disclosure extends beyond these limited
embodiments. For example, it should be appreciated that those
skilled in the pertinent art will, in light of the teachings of the
present invention disclosure recognize a multiplicity of alternate
and suitable approaches depending upon the needs of the particular
application to implement the functionality of any given details
described herein beyond the particular implementation choices in
the following embodiments described and shown. That is to say that
there are numerous modifications and variations of the present
invention disclosure that are too numerous to be listed here, but
that all fit within the scope of the disclosure. Also, singular
words should be read as plural and vice versa and masculine as
feminine and vice versa, where appropriate, and alternative
embodiments do not necessarily imply that the two are mutually
exclusive.
[0023] Unless defined otherwise, all technical and scientific terms
used herein have the same meanings as commonly understood by one of
ordinary skill in the art to which this disclosure belongs.
Preferred methods, techniques, devices, and materials are
described, although any methods, techniques, devices, or materials
similar or equivalent to those described herein may be used in the
practice or testing of the present disclosure. Structures described
herein are to be understood also to refer to functional equivalents
of such structures. The present disclosure will now be described in
detail with reference to embodiments thereof as illustrated in the
accompanying drawings.
[0024] In one embodiment, at least one entity hereinafter ("Base
User") acts on or within ("Virtual Activity") a technological
system ("Virtual System"). Virtual Activity may also constitute any
activity performed by at least one other user that is regarding or
directed to a Base User, representation of a base user, or a
representation that is associable with a Base User. For instance,
Base User attributable Virtual Activity may include, but is not
limited to, establishing, through usage of a processing device
interfacing with a computer readable medium such as a mobile
device, a representative presence or depiction of a Base User,
whether knowingly or unknowingly, such as creating a Base User
profile or causing a Base User profile to be created on a dating
application system or website. Another example of attributable Base
User Virtual Activity may include at least one other user liking or
commenting on a post made by or containing a representation of a
Base User. Another example of Base User attributable Virtual
Activity may include a Base User merely viewing the virtual
depiction of some other entity or location. Additionally, the
viewing by at least one user of a Base User's persona or depiction
in a Virtual System may constitute Virtual Activity in this
embodiment. Another example of Virtual Activity may include a Base
User's sonic representation being uploaded to or depicted on or
within a virtual platform. Likewise, Base User attributable Virtual
Activity may also include at least one other user listening to or
viewing, within a Virtual System, a sonic depiction or visible
depiction, such as a work of art, that in whole or in part may be
representative of a Base User. In this embodiment, vibrations felt
by at least one other user through use of a wearable device, for
example, of a sonic depiction of a base user depicted within a
Virtual System, may constitute virtual activity.
[0025] Another example of Virtual Activity may include a user,
knowingly or unknowingly, engaging in an AI-based/machine learning
based personality assessment, thereby causing or allowing for an
AI-based/machine learning based virtual persona to be created and
published in a virtual simulation through various available means
of personality assessment and AI-based personality learning and
depiction. The Base User AI-based persona does not require a full
personality match to be associable with the Base User. A skilled
artisan will easily understand the available technological art
enabling AI-based personality trait detection, AI persona creation,
and persona depiction. Examples of personality traits detection and
personality trait extrapolations or determinations through
artificial intelligence or machine learning systems are widespread
and accessible in the prior art, including, among many other
examples, computer-implemented systems and methods for personality
analysis based on social network images or, for example, machine
learning systems detecting user personality traits from brain
scanning or eye movements during everyday behavior. Virtual
Activity attributable to a Base User Activity, whether by a Base
User's direct activity or by the perception of a Base User's
persona on a virtual platform by at least one other user, may be
assigned at least one short-term value or to at least one category
associated with a short-term value, hereinafter referred to as
"POPP3N Credit," by storing on a non-transitory computer readable
medium descriptive data related to the Virtual Activity and
processing of such data by at least one processor according to a
set of computer readable instructions. Instructions related to
POPP3N Credit attribution to a Base User profile may, for example,
be preset according to a previously determined algorithm or may be
adaptive, based on internal or external data points and machine
learning based adjustments and extrapolations. For instance,
instructions for adaptable attribution of POPP3N Credits may
include a relative amount of POPP3N Credits being assigned for a
Virtual Activity, where the amount of POPP3N Credits is determined,
at least in part, by the total amount of a certain Virtual Activity
occurring within a user subset or by the total amount of Virtual
Activity occurring within a user subset. This embodiment may
additionally include removal of at least one POPP3N Credit from a
Base User Profile as determined by predetermined or adaptive
computer readable instructions. Instructions may, for example, be
stored on non-transitory media or obtained from multiple,
interacting or noninteracting, non-transitory media and
processors.
[0026] Moreover, Virtual Activity may include machine
learning-based predictable feedback of a Base User or at least one
other user directed to a Base User or Base User's persona in a
Virtual System. Machine learning-based or AI-based predictable
feedback may be ascertained from pattern recognition systems or any
machine learning systems that account for a user's prior and
present virtual or real-world activity as well as activity data
derived from at least one other entity. A skilled artisan readily
understands the available technological means for machine learning
and extrapolations based on a subset of recordable or observable
data. Predictable feedback from a Base User or at least one other
user may constitute Virtual Activity to which POPP3N Credits may be
attributed to a Base User. For example, a Base User may upload or
publish a photograph, or some other virtual representative
depiction, into a virtual system. A machine-learning system may
observe and analyze characteristics of the uploaded Base User
depiction and ascertain a likeability or viewability determination
based upon prior Base User or other user responses to a set of
virtual or real stimuli. Based upon ascertainments made by at least
one machine learning system, POPP3N Credit may be attributed or
removed from a Base User's profile through use of preset or
adaptive instructions stored on a computer readable medium.
[0027] This embodiment does not limit the methods or systems of
determining any feedback that may be directed to or associable with
a Base User's depiction on or within a Virtual System. One of
ordinary skill in the art may easily find a plethora of feedback
determination methods and systems in the current art, such as
biometric monitoring to indicate physiological and psychological
response to a virtual stimulus on or within a Virtual System. As
one of many examples, a wearable device, for instance, worn over at
least one other user's eyes that monitors directly or through
another device the heart rate, blood pressure, or brain waves, for
example, of the at least one other user, may determine, through
many different existing and developing technologies, a
psychological response the at least one other user is experiencing
when a Base User's associable depiction is observed by the at least
one other user on or within a Virtual System. In this one of many
examples of response determination means within the art, a
determination or prediction of a psychological response may be
considered Virtual Activity associated with a Base User for which
POPP3N Credits may be attributed to a Base User's Profile according
to adaptive or preset instructions. In this embodiment, POPP3N
Credits may be represented in an observable published or
unobservable nonpublished format by either being, for example, (1)
transmitted from a computer readable medium to a processor which
determines POPP3N Credit information in an observable format, such
as by forms of vibration or as information on a screen attached to
a non-transitory medium upon which the data is stored or to at
least one other computer readable medium that may process and
generate observable information, for example; or by (2) remaining
stored in an unobservable unpublished, but computer readable,
format on a non-transitory computer readable medium.
[0028] For the purpose of this embodiment and matchmaking system,
user feedback response to a set of stimuli may further involve any
currently or developing physiological state detecting systems or
devices that may be implemented to determine the Base User's
physiological and, relatedly, psychological state by either
comparing biometric or physically observable and recordable
feedback data with baseline/threshold data markers obtained from
prior stored and or processed biometric and or physically
observable and recordable feedback data under certain conditions
related to virtual stimuli on or within a Virtual System. A Base
User's biometric and or physically observable and recordable
feedback data may, alternatively or additionally, be compared to
biometric and or physically observable and recordable static or
AI-based adaptive feedback data metrics obtained from one or more
users through currently existing or developing cloud based systems,
including but not limited to, servers or multitudes of interacting
smart devices, otherwise known as the "Internet of Things" as
applied to neural networks and machine learning. Biometric data,
for example, may be interpreted through currently existing machine
learning systems to personally tailor thresholds and predictive
metrics to a particular Base User through predictive analytics and
or other currently available means of machine learning. Machine
learning based data metrics may, for example, be determined from
the Base User's historical response data or at least one other
user's response data to stimuli on or within a Virtual System. All
available and developing methods of determining any user's actual
or predicted physiological or psychological response to any
stimuli, virtual or in-person, are incorporated herein and are well
known to skilled artisans of the field.
[0029] In this same embodiment, a Base User may act ("Real
Activity") on or within the real world ("Real World") through real
world in-person perception of real stimuli. For example, a Base
User may experience and demonstrate observable or AI-based
predictable feedback, a form of Real Activity, to Real World
stimuli perceived in-person or in the real world. Real Activity
data may be determined, predicted, or directly indicated by a Base
User in relation to at least one Real World stimulus. Data
regarding Real World stimuli may be detected and stored according
to any currently available means of detection, observation, or
prediction that exist or is being developed in the art. For
example, data regarding at least one Real World stimuli may be
detected, determined through various extrapolative methods or
systems, or predicted by available machine learning/AI-based
methods and systems by detection through the use of, for example,
(1) wearable devices that monitor field of vision and or focus; (2)
camera monitoring systems that monitor field of vision, direction,
or general presence; (3) currently available or developing tracking
systems for determining location or proximities of objects; (4)
satellite systems for visually determining the location of an
object; (5) thermal monitoring systems; (6) camera or satellite
systems for determining the direction an entity is facing or
moving; (7) audio monitoring devices and systems for determining
characteristics of noise emitting objects and or the direction an
object is facing; (8) particle sensors; (9) electromagnetic energy
sensors; (10) color sensors; (11) light refraction sensors; (12)
weight sensors; (14) and or any other means of observing or
determining an object's traits or characteristics. An object may
include at least one other user. Any Real World data detectable,
determinable, or predictable regarding the at least one other user
may include the at least one other user's presence, direction of
movement, happiness, biometric data, or any other physical or
psychological attributes determinable through direct monitoring or
AI-based machine learning of detectable characteristics in the Real
World. Real Activity may also constitute any activity or
representation that is associable with a Base User and observed by
or determined from at least one other user, including predictable
feedback and observable feedback such as biometric-based data and
or psychological state extrapolations, for example. For instance, a
Base User may paint any image or take any photograph, all of which
constitute associable representations of the Base User, that is
visually observed by at least one other user in the Real World. All
aforementioned methodologies of determining the at least one other
user's determinable or predictable physiological and or
psychological feedback to the Base User's Real World stimuli may be
implemented to determine Real Activity attributable to the Base
User's profile. Yet another example of Real Activity may include a
Base User AI-based/machine learning based persona being formed by a
device or network of devices, being uploaded to a robotic system,
and portrayed to at least one other user in-person or in the Real
World. Such robotic depiction does not require the prior knowledge
of the Base User.
[0030] In all instances of detecting, observing, recording and or
predicting a Base User's in-person experienced Real World stimuli
or a Base User's Real Activity, data regarding the Real World
stimuli or Real Activity is stored, including all traits or
parameters detectable by currently available or developing means of
detection or observation in the art, including, but not limited to,
time stamps, width, color, height, temperature, energy signature,
weight, psychological state, movement speed, or any other features,
characteristics, or traits detectable, determinable, or predictable
by technology existing or being developed in the art for detection
or ascertainment of the Real Activity or Real World stimuli. The
data regarding the Real World stimuli or Real Activity is stored on
at least one computer readable medium. A skilled artisan would
understand the large multitude of currently available and
developing methods of machine learning systems and methods for
processing and determining a Base User's exhibited and predictable
level and type of physiological and psychological response to at
least one Real World stimulus. The characteristics may be processed
according to currently available or developing machine learning
methods and systems to categorize Real World stimuli according to
the Base User's Real Activity level and type of physiological and
psychological response to the at least one Real World stimulus.
Moreover, a Base User's Real Activity as derived from at least one
other user's feedback to associable representation or depiction of
a Base User in the Real World may be ascertained through machine
learning technology currently available. In this embodiment, any of
the Base User's observed or determined actual or predicted Real
Activity, including feedback from at least one other User regarding
Base User Real World stimuli, may be assigned at least one
long-term value or to at least one category associated with a
long-term value, hereinafter referred to as "POPP3N Points," by
storing on a computer readable medium descriptive data related to
the Real Activity and Real World stimuli. Such data is processed by
at least one processor device according to a set of instructions.
Instructions related to POPP3N Points attribution to a Base User
profile may, for example, be preset according to a previously
determined algorithm or may be adaptive, based on internal or
external data points and machine learning based adjustments and
extrapolations from data repositories or interacting smart devices,
for example. This embodiment may additionally include removal of at
least one POPP3N Point from a Base User Profile as determined by
preset or adaptive computer readable instructions. Instructions
may, for example, be stored on at least one computer readable
medium or obtained from multiple, interacting or noninteracting,
devices. For example, POPP3N Points may be attributed at a greater
value for certain Real Activity, such as in-person matching.
[0031] In this embodiment, POPP3N Points may be represented in an
observable published or nonpublished format by either being, for
example: (1) communicated to at least one user through any
technology-based perceivable means, such as through various types
of device vibrations upon POPP3N Point acquisition or as
information on a screen of at least on device; or by (2) merely
remaining stored in an unpublished format on a computer readable
medium.
[0032] In this embodiment, POPP3N Credit data may be removed
("Credit Expiration") by, for example, full deletion, overwriting,
or storage in an unobservable unpublished, but computer readable,
format when at least one event occurs, which may be determined by a
set of instructions, preset or adaptive, stored on a computer
readable medium. For example, Credit Expiration may occur through
computer readable instructions that set a designated time period or
an adaptive relative interval of time ("Credit Period") during
which an event must or must not occur. The occurrence or lack of
occurrence of Credit Expiration may be based on predetermined or
AI-based adaptive instructions stored on a computer readable
medium. For example, in an embodiment, POPP3N Credit is deleted
each week on Monday at 5 A.M. unless Base User Real Activity is
detected. In the same embodiment, the occurrence of at least one
event ("POPP3N Event") may cause POPP3N Credit to be converted to
POPP3N Points by execution of predetermined or AI-based adaptive
instructions. For example, a set of computer readable instructions
triggering a POPP3N Event may require or be strictly dependent upon
a Base User engaging in Real Activity during a Credit Period.
Instructions for a Credit Period, Credit Expiration, or POPP3N
Event, for example, may include quantifications or measurement
descriptors that anticipate relativity, such as temporal relativity
as one of many examples, and may be quantified or measured based
upon a Base User's actual experience or in accordance with another
relative system of measurement or quantification. For example, a
Base User engaged in a virtual simulation wherein the Base User may
experience a relative difference in time passage than another user
in the Real World, may accrue more or less POPP3N Credit based upon
experienced time lapse in comparison to a user in the Real World.
In this variant, through preset or adaptive instructions on a
computer readable medium, the Base User's Credit Period may be set
relatively or adaptively. This may be accomplished through feedback
detection, data aggregation, and or neural network processing of
the Base User's current and prior data and or at least one other
User's feedback and data in formation of instructions determining
the Credit Period. As such, attributed POPP3N Credit may be reduced
relative to at least other user's temporal experience as determined
according to stored and processed data of all points attributed
throughout the system or subset of the system, by stored
algorithmic instructions or as determined by adaptive AI-based
algorithmic instructions and extrapolative data points. Attributed
POPP3N Credit and POPP3N Points may also vary based upon relative
activity in an area or by relative activity of any subset of a user
group through similar means of predetermined or relative
instructions.
[0033] In the same embodiment, POPP3N Points may be associated with
relative rank ("POPP3N Status") within a matchmaking framework with
various attributable benefits and services allocated to each rank
("POPP3N Perk"). The method of allocating users to a rank category
may be determined through preset or adaptable instructions stored
on computer readable medium. These instructions may stratify users
based upon POPP3N Points data stored under a user's profile on a
computer readable medium. POPP3N Status may constitute a POPP3N
Points-based category, number, or any other relative representation
for aggregating users retaining similar amounts of POPP3N Points.
For example, the depiction of the total amount of likes, comments,
or matches a Base User has accrued may be a depiction of a Base
User's POPP3N Status. Other similarly situated POPP3N users may be
described according to the same POPP3N Status descriptor. As
another example, User's with a certain amount of POPP3N Points may
be aggregated into a gold, silver, bronze, or diamond subset as
POPP3N Status. User Ranking may be publishable to other Users in
the system, users outside of the system, or may alternatively be
hidden.
[0034] In the above embodiment and other embodiments, POPP3N Points
data may be removed ("POPP3N Expiration") by, for example, full
deletion, overwriting, or storage in an unobservable unpublished,
but computer readable, format when at least one event occurs, which
may be determined by a set of instructions, preset or AI-based
adaptive, stored on a computer readable medium. For example, POPP3N
Expiration may occur through computer readable instructions that
set a designated time period or an adaptive relative interval of
time ("POPP3N Period") during which an event must or must not
occur. The occurrence or lack of occurrence of POPP3N Expiration
may be based on predetermined or AI-based adaptive instructions
stored on a computer readable medium. As such, POPP3N Points may
reduce relatively, in this or another embodiment, according to
stored and processed data of all points attributed throughout the
system or throughout at least one subset of the system, for
example. POPP3N Points may also vary based upon relative activity
in a user group or user subset based upon any data variable. As
another example, a user profile may fully be removed, suspended, or
inactivated, for example, based upon level of activity as
determined by preset or adaptive AI-based activity metrics and
monitoring instructions.
[0035] Instructions indicating a POPP3N Period are not required to
be temporally related. For instance, a POPP3N Period may be based
on instructions concerning the total number of occurrences of a
predefined or adaptively defined event or set of events. As one of
many examples, a POPP3N Period may be set as a total of 200
notified check-ins at a particular location or venue by users or
nonusers of the matchmaking system. POPP3N Expiration of POPP3N
Points is not required in the present invention but is one of many
variants and applications of the rank-based matchmaking invention
that may incentivize further Real Activity and Virtual
Activity.
[0036] User-to-User rank based matchmaking may occur: through
currently available anonymous matchmaking systems and methods
available in the art; through predictive methodologies based on
observable indicia of psychological or physiological state, such as
biometric determinations of interest as one example; through
directly communicated interest demonstrations currently available
in the art, such as a direct comment made to a user who has a
certain amount of matches or followers, or a direct comment on a
user's post who has a certain amount of prior likes or comments; or
through other rank-based methods of matching such as gold status
users being able to view and contact gold status members and below
ranked members; silver status members being able to view and
contact silver status members and below, and so forth, for
example.
[0037] Instructions for POPP3N Point attribution to a user's
profile may be directed toward incentivizing certain Real World
activity. For example, in one embodiment variant, in-person
matching (to "POP" or be "POPPING") may be attributed a higher
value of POPP3N Points than other Real Activity, such as purchasing
a physical item. The act of POPPING may be observable through any
available detection methods and systems of data transfer, such as
GPS tracking, RFID tracking, or physically tapping phones for
information transfer validation, to name a few. For example, a Base
User and at least one other user may be determined to be POPPING by
the two users' devices sending a status report to a server. The
server may process the data contained in the status report to
determine whether or not a valid POP has occurred. This may occur,
for example, by the server utilizing time and position data
contained in the status report from the devices to determine if the
devices were at the same physical location at the same time. If the
server determines the POP to be valid, the server, which contains
the POPP3N Points attribution instructions, may inform the two user
devices, establish a transfer of information between devices, and
attribute the instructed POPP3N Points to the stored user profiles.
In the event of an invalid POP, the server may inform the devices,
but will not establish the POPP3N Point attribution and will not
establish the information transfer between devices. The POPPING
instance between two users may occur through data transfer between
devices by way of a server, another intermediary, or directly
between devices, for example. The POPP3N Point attribution will
occur through storage of processed data on a computer readable
medium and may remain unpublished or be published to the individual
user, both users, the entire matchmaking user base, non-users, or
subsets of the matchmaking system user group through transmission
to particular devices. For example, POPPING through physical
tapping of phones may generate greater points than POPPING through
scanning QR code or vice versa. Moreover, POPPING provides
heretofore unforeseen benefits over the various methods of
in-person data transfer alone, such as tapping phones, because
POPPING generates unforeseeable Real Activity incentivization
through the attribution of POPP3N Points within the larger
rank-based matchmaking system, replete with published or
unpublished rank or status information. POPPING for POPP3N Points
acquisition provides heretofore unforeseen benefits and incentive
for generating Real Activity, in addition to virtual activity
generation, because a user can gain any number of POPP3N Perks,
such as greater access to the rank-based matchmaking users group;
status, persona depiction, and or user activity publication to the
rank-based matchmaking user group and or non-user group; general or
profile particularized deals at various POPP3N business users and
or non-users; rank-based access to various POPP3N business users or
non-users; access to any generalized locations associated with the
POPP3N system; a greater potential of acquiring comments and likes
on posts to generate POPP3N Credit for further POPP3N Point
acquisition; conversion of POPP3N Credit to POPP3N Points; as well
as many other advantages.
[0038] Another incentive-based variant example of this embodiment
includes the limitation of a Base User, or a persona associable
with a Base User, being viewable or perceivable by prior matches
only. In this embodiment variant, only a Base User's current match
group will have access to comment, like, or express any
predictable, extrapolated, or direct feedback on a Base User's
virtual representation. As such, the Base User is provided further
incentive to POP in-person and to virtually match in order to
increase the Base User's base match group ("Base Match Group"),
which will in turn increase the prospect of a Base User generating
POPP3N Credits through comments and likes on posts viewable only by
the Base Match Group. An example of this may include a feed upon
which a Base User and a Base Match Group can post or cause to be
posted any observable representative depiction. In this same
variant, a Base User may be further incentivized to find suitable
matches through group check-in incentives. For example, a greater
amount of POPP3N Credit may be attributed to a Base User's profile
when a Base User is determined to be physically present at a
physical location with a predefined group of users. In this
variant, the Base User will only be able to communicate and
aggregate with a group of prior in-person or virtual matches. This
variant embodiment may include group chats ("POPP3N Teams"), for
example, wherein a base user may select, from a list of prior
matches or the Base Match Group, at least two other users to join a
group discussion. An alternate variant to the embodiment may simply
include a Base User's posts being made public to any user or
nonuser and a Base User being able to add any user or nonuser to a
POPP3N Team, rather than prior matches from the Base Match Group
alone, which may create less of an incentive to match, but more of
an incentive to post quality virtual content and generate more
meaningful matches.
[0039] As a further variant, this embodiment may provide an
additional unforeseen incentive for greater Real Activity by means
of POPP3N Point attribution to a Base User for POPPING with higher
ranked users. More specifically, a Base User may POP in-person with
a higher ranked user, through a phone tap for example, thereby
generating a greater amount of POPP3N Points than the Base User
would have acquired through POPPING with a lower rank user. In this
example, the Base User may not know the other user's ranking prior
to POPPING in the Real World, thereby incentivizing greater
conversation and observation of a prospective match resulting in
higher quality matching. A skilled artisan will understand the many
ways of facilitating phone-tapping-point-acquisition-based
matchmaking.
[0040] As a further variant, this embodiment may provide an
additional unforeseen incentive for greater Real Activity by a set
of computer readable instructions that attribute a greater amount
of POPP3N Points for certain sequential or instantaneously large
amounts of Real Activity (to "POP-OFF" or be "POPP3N"). For
example, a detection system or device may monitor the amount and
quality of dancing of a Base User. This may be monitored through
any currently available means of motion detection, vibration, or
observation, such as camera monitoring, accelerometer monitoring,
physical viewing, floor vibration monitoring, or any other form of
monitoring physical movement. The quality of movement or dancing
may be determined by examining the movements through AI-based, user
feedback, or non-AI based systems based on stored data containing
other movement characteristics, music beat and vibration
characteristics, or music type, tone, or classification
characteristics. Based upon predetermined stored or AI-based
variable instructions, the Base User's movement or dancing may be
associated with a quality score or categorization. The score or
determination may be published or depicted to the user or a set of
users through a screen depiction for example. The screen depiction
may be a meter reaching a max tipping point for example. Upon
reaching the preset or adaptive maximum point, a representative
depiction of success may be demonstrated on a device screen to a
user or user group, thereby triggering attribution of POPP3N Points
and or publication to a user group that the Base User is POPP3N,
which may in turn provide further opportunity for users and
non-users to demonstrate interest in the Base User, which provides
yet another means of the Base User accruing POPP3N Credit. When a
Base User becomes POPP3N, a greater amount of POPP3N Points and or
point amplifiers may be attributed to the Base User's stored
profile.
[0041] Another example of how a Base User may become POPP3N is
through economic transaction based Real Activity. For example, a
Base User may purchase an item at a user or non-user business, such
as a food or drink. Data regarding the economic transaction is
stored on a computer readable medium, which may interface with a
set of predetermined or adaptive instructions. Based on the stored
data and the instructions, the food or drink purchase, for example,
is assigned a value, which may be demonstrated on a screen simply
or through a process of gamification, wherein a bottle fills with
liquid. The more purchases that a Base User makes, the more the
bottle fills with liquid, for example. Upon successful purchase of
a predetermined or adaptively set number of items, food or drink
for example, the screen depicted bottle may pop emitting fluid,
thereby informing that the Base User is POPP3N. Upon becoming
POPP3N, the Base User may be notified of a set of advantages or
services for becoming POPP3N, such as a free drink or food item.
Moreover, the Base User may receive point amplifications for a
period of time, thereafter, may have the POPP3N status published to
users or non-users allowing for further POPP3N credit generation,
and/or may be granted access to different abilities or content in
the POPP3N system. Any number of iterations or applications may be
anticipated by this gamified variant of an POPP3N occurrence within
a rank-based matchmaking framework. A skilled artisan can clearly
understand and apply this gamification and user activity
incentivizing framework to a vast range of industries and
services.
[0042] In this embodiment of the invention, a user or Base User may
constitute any entity, including a business entity. A skilled
artisan will readily understand and fully utilize available methods
of monitoring and recording all attributable Virtual Activity of a
Base User business entity, including, but not limited to
characteristics of advertisements made in a Virtual System;
characteristics of a targeted audience of advertisements made in a
Virtual System; characteristics of an actual audience of
advertisements made in a Virtual System; characteristics of
products offered in a Virtual System; economic data regarding
activity occurring in a Virtual System; characteristics of services
provided in Virtual System; characteristics of comments made in a
Virtual System, characteristics of virtual personas, depictions, or
representations of the Base User business made in a Virtual System;
comments made by at least one other user in regards to the Base
User business or any partial depiction of the Base User business
made in a Virtual System; the characteristics of at least one other
user that views or experiences a Base User business's online
persona; and as any other observable Virtual Activity associable
with the Base User business. Virtual Activity is not limited to
fully associable activity of a Base User business only; partially
associable Base User business Virtual Activity may include AI-based
or non-AI-Based patterns or trends of an industry within which a
Base User business regularly engages in Virtual Activity, for
example. Any representative, associate, or associable entity to a
Base User business may be observed for associable Virtual Activity
attributable to the Base User business. For example, a Base User
Business, contractor, employee, or associate, for example, may post
an advertisement on a social media platform for a service or
product. The invention described herein would ascertain all
characteristics of the virtual advertisement as well as attribute
POPP3N Credit to the Base User business for the Base User Activity
associable thereto. The invention described herein, would store the
POPP3N Credit value to a computer readable medium in accordance to
a value determined by a set of instructions on a computer readable
medium. Likewise, the present invention, would predict or ascertain
all feedback provided from at least one other user regarding the
Base User business's advertisement. The matchmaking system would
store the feedback characteristics as well as attribute POPP3N
credit value, which may or may not be negative POPP3N Credit, to
the POPP3N Base User's profile through processing and storage of
the characteristics and related POPP3N Credit value on a computer
readable medium according to a set of preset or adaptive
instructions.
[0043] Moreover, a skilled artisan would utilize available means of
monitoring a Base User's Real Activity through all technological
means of observing a Base User's Real World associable
characteristics, including, but not limited to, busiest time
periods at a physical location, characteristics of products sold in
the Real World, characteristics of contractors and employees
working in the Real World, characteristics of services provided in
the Real World, characteristics of Real World patrons,
characteristics of Real World patronage, characteristics of Real
World physical advertisements, characteristics of targeted audience
of Real World physical advertisements, sonic representations played
by or of the Base User Business in the Real World, characteristics
of geographically similarly situated businesses, characteristics of
industry related businesses operating in the Real World; and any
other AI-based or non AI-based discernable or predictable Real
World characteristics of the Base User business or associable Real
World characteristics of at least one other user concerning the
Base User business. Base User business Real Activity may directly
generate POPP3N Points as well as convert POPP3N Credit to POPP3N
Points. For example, in one embodiment, a Base User business may be
a nightclub. The Base User nightclub could accrue a value of POPP3N
Credits through online posts on a Virtual Systems, such as social
media platforms. A POPP3N Period, in this embodiment, may be the
time from which the first Virtual Activity-based advertisement is
posted to the end-time of the nightclub's advertised event. The
POPP3N Event, in this embodiment, may be defined as a preset or
adaptive amount of user's who must purchase at or attend the event
advertised prior to POPP3N Expiration, the advertised event
end-time. In this embodiment, POPP3N Credit is converted to POPP3N
Points only if the POPP3N Event requirement is met. In an
alternative embodiment, a Base User business may only acquire
POPP3N Points through associable Real Activity, rather than through
the additional means of POPP3N Credit conversion.
[0044] In the above-mentioned embodiments, a Base User business's
ranking may be stored and unpublished or published in any number of
ways. Publishing of a Base User Business's ranking may occur
through publication of the Base User's ranking, through use of a
meter ("POPP3N Meter"), to demonstrate the level of Real Activity
occurring at the Base User business's physical location, for
example. The POPP3N Meter ranking may be a direct or relative
representation of a Base User business's POPP3N Points acquired
through the matchmaking system overall or relative to a subset of
users or nonuser activity. In another embodiment, the Base User
Business's ranking may provide the Base User business benefits
within the matchmaking framework, including, but not limited to,
access to users of the same or lower ranking; access to nonusers as
part of the overall matchmaking systems outreach and advertising
methods; greater access to the Virtual System aspects of the
matchmaking system; as well as any other benefit.
[0045] Another variant of the embodiment may include communication
between a Base User and at least one other user as a promotional
methodology for generating further user activity ("POPP3N
Promotion") within the POPP3N matchmaking system. For example, a
Base User may propose, through a POPP3N system-based communication
or direct communication outside of the POPP3N system, an offer
("POPP3N Offer") to a POPP3N business. One example of a POPP3N
Offer may include, but is not limited to, a Base User submitting to
a restaurant or nightclub business user: (1) prospective group
size; (2) code name "POPP3N Code"; (3) expected date of attendance;
(4) requested discount amount; (5) check-in time; (6) discount time
duration; (7) total sales amount during a time period; or (7) any
other variants of a promotional offer commonly understood in the
art and industry. In addition to potentially receiving at least
some variably determined POPP3N Credit value for offer submission,
the Base User may receive a greater amount of POPP3N Points for (1)
successful acceptance of the POPP3N Offer by the business user and
(2) successfully meeting the user group size or sales criteria, for
example, that the POPP3N Promotion entails. Data regarding any
characteristics of submitted and approved POPP3N Offers are
recorded and further utilized in the POPP3N matchmaking system.
Likewise, a POPP3N Promotion may include a Base User business
submitting to at least one other user a POPP3N Offer, which may
result in a higher POPP3N Points attribution to the Base User
business or the at least one other user upon the occurrence of the
terms of the POPP3N Promotion. POPP3N Promotions within the POPP3N
matchmaking system may be applicable between any two users
regarding any prospective social or economic interaction, whether
Virtual Activity-based or Real Activity-based. For instance, two or
more non-business users may execute a successful POPP3N Promotion
for a private social party, so long as the criteria are validated
by the POPP3N matchmaking system. Moreover, another example of a
POPP3N Promotion may include a political candidate executing a
political fundraiser by proposing a POPP3N Promotion to the
candidates Base Match Group, the successful occurrence of which
could result in a greater amount of POPP3N Points being attributed
to the political candidate user as well as attending users.
[0046] Due to the notable importance of social locations as grounds
for facilitating in-person matchmaking, the present invention
particularly discloses an embodiment for a venue-to-user
matchmaking system. The POPP3N venue-to-user matchmaking is merely
a variant of the larger user-to-user matchmaking system. The POPP3N
venue-to-user matchmaking system utilized automated or
venue-representative direct feedback ("Venue Activity") monitoring,
both Venue Virtual Activity and Venue Real Activity. In this
embodiment, Base User venues ("Base User Venues") may demonstrate
and receive recordable virtual feedback data on a Venue's virtual
activity through any and all of the aforementioned examples of
Virtual Activity ascertainment. A Base User Venue may constitute
any business or location at or in which economic and or physical
interaction may occur. For instance, a Base Venue may be a bar,
restaurant, shopping center, stadium, festival, parade, or any
other location. A Base User Venue may be a Base User business or
merely any ascertainable location in which physical and or economic
activity may occur generally. A Base User Venue may demonstrate a
preference for or interest in a user or user subset through
AI-based and non AI-based detectable and recordable means of Venue
Real Activity and Venue Virtual Activity, such as characteristics
of events held; busiest time periods at the venue; food types
served; how often users are POPP3N at the Base User Venue; what
type of users become POPP3N at the Base User Venue; music played;
nearby venue characteristics; characteristics of users observed or
detected to be in attendance at the venue; online or Virtual
System-based deals and product offerings and characteristics
thereof; characteristics of similarly defined venues;
characteristics of trade activities occurring at venue; or any
other characteristics. For example, Base User Venues that advertise
or host certain types of events, such as salsa dancing for example,
may virtually or physically demonstrate interest in a user or user
subset of the POPP3N rank-based matchmaking system. As another
example, a Base User Venue may post promotions preferencing a
particular rank subset of the POPP3N system of users or the Base
User Venue may post promotions directed to characteristics of a
POPP3N subgroup or rank, for example. Many other observable
characteristics of a venue or venue cohort may be ascertained in
determining a venue preference for a user or user subset. This data
may also be determined from existing methods of Real Activity
observation and may be generated through check-ins and purchase
data recorded by existing methods of determining purchase volume,
busiest times, or other observable means of determining POPP3N
Venue Real Activity and preferences. Venues may also demonstrate
interest in a POPP3N system user or subgroup directly by approving
a specific user or submitting a POPP3N Promotion directed to a
user, for example. A Base User Venue's determined or directly
indicated preferences may be depicted to at least one other user or
non-user directly, through deals, publication, or direct
notifications, for example, or a POPP3N Venue may anonymously match
with a user or user group by determinable, predicted, or direct
indication of interest without publication until a user or user
group demonstrates likewise interest in the POPP3N Venue or POPP3N
Venue type. Importantly, all Virtual Activity and Real Activity of
the Base User Venue may generate POPP3N Credit and POPP3N Points in
the POPP3N rank-based matchmaking system, which in turn may grant
the Base User Venue greater access to prospective user matches, for
example. Base User Venue POPP3N Status may be published to the
entire POPP3N system user group, to subsets of the POPP3N system
user group, or to nonusers. The Base Venue User may further be
provided services and advantages in the POPP3N matchmaking system
that include, but are not limited to, access to other business
users, such as professional service providers, manufacturers,
distributors, or other business users. This business-to-business
matchmaking component provides further opportunity for deal
formations, POPP3N Credit acquisition, and POPP3N Points
acquisition. A business or venue user may likewise be POPP3N
according to preset or adaptive instructions used to process
recordable data concerning the business or venue user Real
Activity.
[0047] In one variant of the embodiment, a Base User Venue is
assigned POPP3N Credit and POPP3N Points associated with a
particular subset type as a form of POPP3N Status, such as venue
type subsets, such as bars, music halls, high end nightclubs, or
any other venue type or subset variable. Accordingly, a Base User
Venue may be granted access, for matchmaking purposes, to POPP3N
user groups that meet the rank and subset type criteria of the
venue, for example. One example of this embodiment variant of
venue-to-user matchmaking may include a Base User Venue attaining
the POPP3N Status of a diamond level EDM nightclub, for example.
The diamond rank is associated only with the EDM nightclub subset
and is based on all ascertainable data concerning the Base User
Venue's associable Virtual Activity and Real Activity. As such, the
Base User Venue could be granted the according benefit of access to
POPP3N system users that have achieved Diamond Status based on
POPP3N Points earned primarily at EDM nightclubs, as well as all
lower ranking users that achieved POPP3N Points primarily at EDM
Nightclubs. In this same embodiment, a Base User Venue with bronze
level rank in the EDM nightclub subset, will not be able to access
POPP3N system users with diamond level status without the diamond
status user indicating interest in the bronze level Base User Venue
first. This example variant of the POPP3N System is just one
example of the many different subsets that may be utilized in a
category or points-based rank-based matchmaking system that can be
utilized to (1) generate Real Activity as well as (2) facilitate
more appropriate matches. Another exemplary derivation of the
embodiment variant may include higher point attribution to POPP3N
system users of lower rank that gain access to engage in Real
Activity at a higher ranked Base User Venue. Alternatively, a lower
ranked Based User Venue may receive a greater amount of POPP3N
Points for Real Activity undertaken by POPP3N Users of a higher
rank at the Base User Venue. For instance, a diamond level POPP3N
system user who becomes POPP3N at a silver status Base User Venue,
may cause a greater amount of POPP3N Points to be attributed to the
Base User Venue than a bronze POPP3N system user undertaking the
same activity.
[0048] All activity recorded on the POPP3N system may be published
to all POPP3N system users, nonusers, or POPP3N system user subsets
in any and all formats, such as a meter indicating the most active
POPP3N venues in real time or historically, for example. The POPP3N
system provides a heretofore unforeseen method of incentivizing
user and venue activity, while simultaneously facilitating the
acquisition of real data to be used in generating more appropriate
matches.
[0049] The present invention anticipates all variants of
advantages, disadvantages, and iterations associable with the
POPP3N rank-based matchmaking system. Indeed, the invention fully
anticipates the many prospects of incentivizing or disincentivizing
user activity in both the Real World and Virtual System, rather
than the Real World only. User rank-based POPP3N Status advantages,
POPP3N Perks, may include any cognizable relative advantage or
disadvantage in both a Virtual System or the Real World. For
example, a Base User with a higher POPP3N Status can access other
users within the same POPP3N Status or below, whereas an at least
one other user ranked below a Base User cannot view a Base User
profile without the Base User intending to be observable by the at
least one other user. Other POPP3N Perks of POPP3N Status may
include, but are not limited to, Real World access to buildings,
events, economic deals, government officials, or any other
cognizable relative benefit. Users may be incentivized through this
system in any and all obvious extrapolations from the disclosure
made herein, including but not limited to, added POPP3N Points for
verifiable group outings, added POPP3N Points for observable
activity at certain times, added POPP3N Points for Virtual Activity
undergone in Real World circumstances, such as check-ins or tags,
or higher visibility, points, and publicity of high scoring users
on a leaderboard, for example. Any considerable benefits or POPP3N
Perk based on Real World or Virtual Activity may be implemented and
are fully anticipated by the present invention through the
assignment of value, which may take the form of POPP3N Points and
may be relative or adaptive. Cryptocurrency and financial
technology implementation into the POPP3N system is fully
anticipated by the present disclosure and could include, but is not
limited to, assignment of cryptocurrency in addition to or in lieu
of POPP3N Points or Credit; allowance of trading of POPP3N Points
for cryptocurrency through any currently available or developing
technology or systems; delayed vesting of cryptocurrency value
based upon targeted predetermined or AI-based adaptive benchmarks
of activity; and any other iteration of cryptocurrency into the
existing framework, such as use of cryptocurrency or
non-cryptocurrency as a means of purchasing rank or unlocking
in-system advantages or POPP3N Perks. The present invention fully
anticipates the trade of POPP3N Points between POPP3N users and
non-users.
[0050] The present disclosure fully anticipates bonus periods to
incentivize users to engage in Real Activity. The present
disclosure fully anticipates requiring economic activity for users
to trigger a POPP3N Event. The present disclosure fully anticipates
facial recognition technology, implantable devices, and any other
technology that may directly indicate psychological or
physiological preference as well as data points from which
physiological or psychological determinations may be derived. The
present invention fully anticipates and discloses autonomous
vehicle matchmaking through monitoring of drive ride patterns and
user direct and indirect feedback for determining: (1) the most
comfortable ride to facilitate an in-person or virtual matchmaking
event associable with POPP3N Credit or POPP3N Points; (2) recording
ride times and frequency as well as user associated physiological
and psychological states to arrange and incentivize the ideal
opportunities for autonomous vehicle speed dating through use of
sensors in and throughout the car, including but not limited to,
cameras, biometric monitors, or any other sensor devices, all of
which may be associable with POPP3N Credit or POPP3N Points; (3)
use of a neural network of smart device interactions to determine
matches and ideal times for autonomous vehicle speed dating
associable with POPP3N Credit or POPP3N Points; and or (4)
correlating POPP3N Credit and POPP3N Points to users who engage in
virtual video-conference-based and in-person in-vehicle dating, for
example.
[0051] The present invention fully anticipates implementation of
all discernable user data detection devices and utilizing this data
in backend algorithm determinations for prospective match
suggestions in addition to the aforementioned ranking system. Such
discernable user data may include any identifying, descriptive, or
ascertainable data through AI-based machine learning techniques.
Such data may include a user's school history, phone history,
exercise history, food preferences, clothing preferences,
entertainment preferences, or any predictable or discernable
information based upon currently available detection and predictive
analytical technology. The present invention fully anticipates any
form of matchmaking, whether it be romantic, plutonic, romantic and
plutonic, scholastic, collegial, or competitive. Accordingly, the
present disclosure anticipates the use of the POPP3N matchmaking
system as a method of aggregating students to after school tutors,
study partners, or teachers for after school non-vehicle related or
intra-autonomous vehicle homework completion and assistance
associable with POPP3N Credit or POPP3N Points. The present
disclosure describes a method of (1) determining focus level, (2)
ensuring homework is completed, (3) identifying psychological state
during the completion of after school work, and (4) incentivizing
prompt and diligent completion of homework through point
attribution, point conversion, student/tutor ranking, and
student/tutor matchmaking associable with POPP3N Credit or POPP3N
Points. The aforementioned method and system fully anticipate any
work-based activity, whether school related or not, and a
technological system for incentivizing activity. Any and all Real
or Virtual Activity may be ascertained, weighted, attributed, and
recorded in the present system.
[0052] Moreover, the present system fully anticipates virtual
reality meetings and offers a novel approach to encouraging real
world meetings, while simultaneously acknowledging the convenience,
ease, and widespread adoption of Virtual Activity. The present
invention, for the first time, acknowledges the need for and
provides a nexus between Virtual Activity and Real Activity,
through activity incentivization and a rank-based matchmaking
technological system. Additionally, the present disclosure
anticipates gamification of individual instances of Virtual
Activity and individual instances Real Activity through alternative
depictions or representation, such as a POPP3N Meter, of value for
real world activity in relation to the entire user group,
prospective user group, or within a closed user group subset. For
example, in one embodiment, data regarding certain activities such
as food purchases, drink purchase, or recorded dancing activity and
acumen (1) may be detected and stored on a computer readable
medium; (2) the activity may be attributed certain characteristics
or points in an open or closed user group such as a certain amount
of dancing or purchases filling a virtual bottle with liquid; and
(3) when a predetermined or AI-based adaptable threshold metric is
achieved, a visual representation on a display, for example, may
show the occurrence of the threshold event, which may or may not
qualify the user for additional advantages or services, both
virtual and real world. This form of gamification, which may
involve more or less immediate advantage-based feedback, may
further incentivize users to participate in the overall
technological matchmaking system, which inevitably encourages more
Virtual Activity and Real Activity. Through this novel system of
user-to-user and user-to-venue matchmaking, Virtual Activity may be
used merely as a tool of incentivizing Real Activity in the Real
World thereby bringing user interaction into great consistency with
millions of years of evolutionary practice.
[0053] The present invention anticipates many other applications of
the POPP3N rank-based matchmaking framework, such as many
applications to the health care industry. In one embodiment of the
invention, the POPP3N rank-based matchmaking system may include
Base User patients ("Base User Patient") and pharmaceutical product
entity users within the matchmaking system. A Base User Patient's
Virtual Activity could include, but is not limited to: frequency of
uploading biometric data into a Virtual System; data from various
physiological markers recordable on a virtual system, such as blood
pressure, blood glucose, blood cholesterol, serum neurotransmitter
levels, blood creatinine, or any other biometric marker that may be
uploaded to a Virtual System; monitor, comment, or viewing of
biometric data, for example, by at least one other person in a
Virtual System; and other Virtual Activity representations of a
Base User Patient. Moreover, Virtual Activity of a Base User
Patient may include searching health related terms on a Virtual
System; inquiries to health providers transmitted on a Virtual
System; non-health related searches, comments, and activity made on
a Virtual System that may be used to ascertain psychological state;
biometric response data to observed or perceived Virtual Stimuli to
indicate or relate to any psychological or psychological status or
disease state; medical evaluation data uploaded by a provider,
caregiver, or AI-based derivations or extrapolations; medical
reports and impressions generated by a provider, caregiver,
AI-based derivation, or any other source; genetic data, AI-based
derivations from genetic data, and any other determinations from
genetic data uploaded to a Virtual System; family medical history
data or extrapolations that have been uploaded to a Virtual System,
or any other health relatable data associable with a Base User
patient uploaded to or ascertained from a Virtual System. A Base
User Patient may receive positive or negative POPP3N Credits based
on this information according to and weighted by instructions
stored on a computer readable medium. A Base User patient may
receive positive or negative POPP3N Points for real activity
undertaken within the framework. Such Real Activity could include,
but is not limited to, medication adherence, such as how often a
medicine bottle is opened; provider visits; pharmacy visits;
in-person refill requests; phone-based refill requests; actual
physical biomarkers demonstrating physiological or psychological
state; gym visits; healthy food purchases; unhealthy food
purchases; jogging; stretching; or any other Real Activity
determinable or predictable through current technology of the art.
A skilled artisan is well aware of the multitude of monitoring
parameters mentioned and unmentioned here implementable for
ascertaining, predicting through large data and AI-based predictive
analytics, and recording Real Activity of a Base User Patient.
Based upon the type and quality of the Base User Patient's Real
Activity and the POPP3N Points attributed therefrom, a
health-related rank-based determination of a Base User Patient's
profile may be determined according to many variants of
instructions contained on a computer readable medium. For instance,
a diabetic Base User Patient may be classified as a level 4
compliant Base User Patient for diabetic treatment, where the lower
the number the better the compliance of a Base User patient to a
predetermined or adaptive medication regimen determined by a
provider or system. In this same embodiment, various health-related
user entities may be considered POPP3N system users and ranked
according to various criteria such as ease of use or required
frequency of use, for example. In this variant, examples of POPP3N
system health-related user-entities could include, but is not
limited to, insulin delivery systems and products; oral diabetes
medications; blood level monitoring devices such as standard test
trips versus wearable meters or sensors; or diabetic compounds and
creams, for example. These health-related user entities may be
attributed POPP3N Credits and POPP3N Points based upon criteria
concerning Virtual Activity and Real Activity involving these
entities, such as how easy these user entities are reportedly used,
how often these user entities are prescribed, required frequency of
use, adverse effects reported about these user entities, patient
satisfaction reported regarding these user entities, patient
metrics improvement or deterioration based upon use of the user
entities, or any other Virtual Activity or Real Activity
ascertainable by technology of the art. Under this embodiment
variant of the present invention, Base User Patients may be
successfully incentivized to improve and remain compliant to
medication regimen by receiving advantages due to Real Activity
concerning positive POPP3N Point attribution to their profile.
Advantages may include, discounts on medications, discounts on
doctor visits, insurance premium reductions, tax benefits, or any
other possible benefits or POPP3N Perk. Indeed, base user entity
formulary addition or removal, for example, can be effectively
achieved through the POPP3N method and system for matchmaking. As
such, patients stratified, through this novel rank-based system, to
a particular adherence subset, for example, may be matched to a
user entity product based upon the ease or frequency of use of the
product, for example. For instance, a noncompliant diabetic Base
User Patient with a low POPP3N rank-based system adherence POPP3N
Status, may be matched with a once a week subcutaneous injection
user entity, a product which would have a low adherence requirement
rank, rather than a user entity product requiring three times a day
subcutaneous injection, a product which would have a high adherence
requirement rank. The present invention anticipates AI-based and
medical provider extensions of a Base User Patient with the ability
to view and make decisions regarding a Base User Patient's
prospective user entity matches. Many different iterations and
applications of the POPP3N rank-based matchmaking system are
anticipated in the present invention and span across any known or
unknown disease states. The present invention presents a novel
technology for incentivizing quality health care, patient
accountability, and positive patient outcomes through a novel
incentive structured rank-based matchmaking system, replete with
rewards, POPP3N Perks, for Base User Patient Real Activity within
the healthcare sphere. Another variant for positive Real Activity
of a Base User Patient may include attributing POPP3N Credit to any
virtual activity, whether health related or not, and requiring a
health care-based Real Activity POPP3N Event to convert POPP3N
Credit to POPP3N Points. In a related variant, the POPP3N
rank-based matchmaking system may include user-to-provider
matchmaking, user-to-insurer matchmaking, or many other variants.
The present invention anticipates all variants and iteration of the
POPP3N rank-based matchmaking system in any industry.
[0054] Other exemplary embodiments of the present invention may be
related to matchmaking to professional service providers through a
rank-based system with related POPP3N Status rank subsets related
to service cost, service quality, service time requirement, or
other means of ranking a service. Other exemplary embodiments of
the present invention may relate to any user entity subgroup such
as apartment user entities, hotel user entities, grocery store user
entities, or any other business user entity.
[0055] The present invention anticipates all iterations of
gamification that may stimulate Virtual Activity and Real Activity
toward any economic or non-economic activity. For example, greater
POPP3N Points or Credit attributed to users who complete a
challenge comprising at least one activity. Any cognizable means of
depicting a game are anticipated herein. The present invention also
anticipates intra-venue user-to-user or user-to-venue challenges
and games as a means of generating further Real Activity or Virtual
Activity. The present invention anticipated any inter-venue
user-to-user or user-to-venue challenges and games. Any
gamification throughout the POPP3N rank-based matchmaking system,
whether individual user-to-user or group-to-group games, are fully
anticipated by this disclosure. The present invention also
anticipates the applicability of previously establish virtual
footprints on various virtual platforms or Virtual Systems as
direct or immediate means of attributing POPP3N Credit and POPP3N
Points. The present invention fully anticipates virtual dating,
autonomous vehicle interaction, political party or candidate
matching or affiliation, or any other variant of the present
invention. The present invention anticipates brain and
physiological implantable devices for enhancement of user
capabilities, data acquisition, and matching. The present invention
fully anticipates augmented reality applications for various
functionality, such as suggesting prospective matches or
demonstrating gamification, for example.
[0056] Under this invention, matching is not limited to merely when
two users directly express positive interest in each other. This
invention anticipates all means of ascertaining a user's
physiological interest, psychological interest, depicted interest,
associable interest, predictable interest, or any other means of
interest determination, whether direct or indirect. Accordingly,
two human users may match based upon at least one human's
interaction with a virtual persona or robotically depicted persona
of the other human user, for example. Referring to FIG. 1 shows a
block diagram of system 100 in accordance with a most preferred
embodiment of the present invention. The system 100 is shown to
have a user device 110, the user device 110 is having a user
profile/dashboard 120 for each user. The user profile 120 comprises
personalized data of a user. The user profile 120 includes a
permanent point repository (not shown) and a temporary point
repository (not shown). The temporary point repository stores
temporary points 122 collected by a user via virtual authorization
121 of himself or herself. The permanent point repository stores
permanent points 124 earned by a user directly via a real-world
authentication process 123 or conversion of temporary points 122
into permanent points 124 via the real-world authentication process
123. The real-world authentication process 123 is completed through
a real-world activity 130. The Permanent Points 124 earned by the
user are determining a ranking or status 124 of the user profile
120.
[0057] Referring to FIG. 2, a flowchart 200 of the present
invention according to the most preferred embodiment of the present
invention is shown. At step 210, the user accesses the user profile
120 through the user device 110. The user profile 120 can be
accessed via a mobile application installed in the user device 110
or via a website. The user upon opening the user profile 120
generates temporary points 122 at step 220, via temporary point
attributing actions including a virtual temporary point attributing
actions and an in-person temporary point attributing action.
[0058] The virtual temporary point attributing actions is including
but not limited to following actions: [0059] positive, negative, or
neutral feedback/comments on user profiles; [0060]
like/dislike/pass on each user's photo through a gesture; [0061]
uploading pictures (immediate feedback of points attributed);
[0062] pictures being liked by other users; [0063] sharing the app
(software application) on other social media platforms; [0064]
commenting on venues; [0065] providing feedback on the app; [0066]
providing feedback on venues; [0067] adding users to group chats;
[0068] advertising a venue to a group; [0069] prospective
matches/followers commenting; and [0070] showing interest in a
user's pictures/representation.
[0071] The in-person temporary point attributing actions is
including but not limited to the following actions: [0072] repeat
check-in with the same users demonstrating date
quality/reliability; [0073] repeat check-in at the same venue;
[0074] check-ins with groups; and [0075] accelerometer-based
movement synchronization to music beat vibration/pulse [0076]
duration-based point attribution or accelerometer-based movement
without music beat synchronization determination--point
attribution--duration based, etc.
[0077] Further, at step 230 the user generates permanent points 124
through permanent point attributing actions including conversion of
the temporary points 122 into permanent points 124 through
real-world authentication process at step 240, or an in-person
direct permanent point attributing actions which may include:
[0078] singular purchases; [0079] purchases that meet the threshold
amount, thereby triggering a "POPP3N" event resulting in a higher
amount of permanent point attribution; [0080] repeat check-in with
the same users demonstrating date quality/reliability; and [0081]
check-ins with groups etc.
[0082] Based on the number of permanent points 124 earned by the
user the system 100 ranks or classifies the user's profile at step
250. Further, at step 260 the user is enabled to view/match a
plurality of other user's profiles depending on his/her ranking.
Higher ranking users may view (for the purpose of expressing
interest or disinterest or skipping) lower ranking users, but lower
ranking users may not view higher-ranking user's profile without
being directly linked by a higher-ranking user first. The process
of expressing interest, disinterest, or skipping can, for example,
be gesture-based (slide picture left or right or up), verbal
(stating into device like/skip/dislike), physical (shaking the
device various ways to demonstrate interest or disinterest), taping
yes/no/like/dislike/skip, or other methods of demonstrating a
decision.
[0083] Importantly, upon the user making a choice, direct feedback
as to the point amount attributed to the user's activity will be
given to the user, such as a number being visually displayed on the
device screen. For example, if a user slides a prospective match's
picture left or right, a small +1 appears on the screen during the
gesture thereby demonstrating the short-term/temporary point
attributed to the action. The total points may be viewed by the
user or accessed by the user on the user profile/dashboard 120.
[0084] Furthermore, at step 270 the system automatically
incentivizes the user based on his permanent rank/status (bronze,
silver, gold, etc.) with any number of benefits that may unlock
advantages/perks in the app and in the real world. Advantages/perks
may include, but are not limited to, the reduced entry fee,
skipping lines, specific deals, specific free items, very important
person (VIP) treatment, venue access, venue subset group access,
viewing users that have liked you, expressing direct interest in
specific users, backstage passes, celebrity meetings, private party
invitations, private dinners, etc.
[0085] User status or rank is published on user profile to all
users who are able to view the profile. Time period-based point
leaders are published to all users or all users in a region. For
example, weekly point leaders are placed on a leader board at the
top of a picture feed section to further increase points through
photo/profile likes and to further incentivize users to go out on a
consistent basis.
[0086] In one exemplary embodiment, the ranking is relative ranking
i.e. the ranking is relative to other users. For example, the
ranking of a user can be a function of the total points in the
system and the total number of users in the system. In this case,
the points of a particular user remain static, while the points of
other users increase, or the total points in the system increases,
the static points of the particular user will relatively decrease.
This relative or adaptive points attribution may ensure that users
remain active in the system. For relative ranking, the whole system
may be considered or any group or subset. For example, relative
ranking can be based on users in a geographical range, users in a
gender group, users in a school group and like.
[0087] Users are encouraged to validate or convert their temporary
points at particular locations. These venue participants, real
human or robot/AI (artificial intelligence) machine, can validate
users through visual or iris verification, biometric
identification, or any other method of identification of a person.
The validation may occur through a transaction, but may not be
required. For example, a user, through geolocation tagging by
transmittal to a network server on a device (or multiple
interacting smart devices), may transmit user location as being
present at a venue, thereby unlocking and allowing the user to view
the venue's menu from the user device i.e. a mobile device.
[0088] The user may select the item he/she intends to purchase,
such as a drink or beverage. The device transmits this selection to
a server which then transmits this data to the venue bartender by
showing the user's picture and order selection on a device screen
(mobile or immobile device) at a bar, hotel or restaurant site, for
example. The order is placed in a queue and a notification is sent
to the user that the order is being prepared and for the user to go
to the bar location for pickup. Upon the user arriving at the bar
located at the venue, the bartender can complete the order by
selecting verify from a device queue screen, the bartender in this
instance visually verifies the user is present based on the picture
shown on the device screen. The user then accepts the order through
a gesture or other technique or verbally, such as shaking his
phone, scanning his phone, etc. The user's temporary points for
prior virtual activity is now converted into permanent points for
ranking improvement/determination through this authentication
process. Now, the user may continue to increase ranking in order to
participate in matchmaking with other higher ranked users.
[0089] The User check-in at various locations may be a requirement
of the verification process and may occur through visual
verification by a bouncer, an automated machine, or through
automatic check through some location positioning system such as
GPS (Global Positioning System), location tagging of a mobile
device, or by a wearable device (for example), and/or a user may
manually slide or click an icon, for example, to check-in if
location determined to be exact through a positioning system. This
data is transmitted to a server in order to validate points and
convert to permanent points for ranking for matchmaking.
[0090] This data derived from the validation process may include,
but is not limited to, common venues attended, activity amount at
said venues (how much user dances, purchases, how long user stays,
venue patterns over a period of time, demographics at said venues).
This data may be used not only to determine how active the venue is
in order to publish to all users, but this data may be used in
AI-based and non-AI based matchmaking processes by determining a
plurality of user profiles within rank-based cohort based on
similar or likely matching traits. For example, user demographics
of certain venues may evidence the sexual preference and/or
interest of certain users. This data can be used in matchmaking
determination. Other usages of this data in the invention system
may include, but is not limited to, ways to determine the most
active/liked venue, etc. This data may be used in matching users to
venues or suggesting venues to users through direct administrator
directed marketing or automated notification from 7 pm to 1 am, as
an example. The notification to the user of the most POPP3N venues
functions in concert with entire authentication/ranking matchmaking
system. All data may be used in AI process-based matchmaking
systems and other matchmaking algorithms.
[0091] The POPP3N action/how a user becomes "POPP3N" at a venue,
direct incentivization connected to ranking system: In a specific
location, when a user participates in a threshold amount of
transactions or activities, the user may successfully reach a
threshold such as purchasing 3 drinks (hence POPP3N'', or $25.00
worth of items, for example, and the user receives a reward, such
as a free drink (buy 3 get 1 free)). This means 3 authenticated
events transmitted to the ranking system to meet the threshold.
Each purchase or activity is transmitted from venue device to
server then to user device to show user visually on a mobile device
(or through vibration or another sensory method) how close a user
is to reaching the threshold. For example, for each drink
purchased, an animated bottle fills up with liquid. When the
threshold amount is reached, the bottle pops with a congratulatory
notification of the reward received for reaching the threshold
amount. The user is then provided with a theoretically larger
amount of points that automatically go to the user's permanent
point ranking.
[0092] In an exemplary embodiment, the venue-to-user matchmaking
requires the venue/business to demonstrate venue interest in user
or user subgroup through publication of interest in a certain
group. Example of publication may include, but is not limited to,
deals for a particular subset (e.g. all gold members get specific
deal). The publications can be made common in the system or in a
specific group. For example, a deal can be published for a college
group in the system. Furthermore, the deal shall apply to the
applicable users of the deal. i.e. the deal is applicable only to
the users having GOLD ranking. Thus, the user to venue matching
shall take into consideration such conditions of the publication of
deals.
[0093] Other methods of representing activity may be vibrations of
the device, the noise made by device, temperature, etc. Moreover,
notifications may be sent out to all users in a venue of a
particular user who is POPP3N. When a user is POPP3N/meets
threshold amount, the user may be prompted to take a
photograph/selfie, which may be uploaded to the system, published
to users, on a POPP3N feed, whereby users may earn more temporary
points for future validation/authentication.
[0094] The users gain long-term points through direct in-person
activities monitored through technology, including but not limited
to, sound sensors for verbal discussions, proximity matching for
determining direct in-person meetings, motion sensors for dancing,
quality of dancing determinations based upon matching motion with
beat pulsations monitored through technology such as motion sensors
or accelerometers, camera monitoring through facial recognition
technology, etc. Validation processes are not merely limited to
economic transactions. All technologically monitorable social
interactions may be a form of in-person real world validation to
convert short-term points into long-term points.
[0095] Venue Activity Feedback--Venue Ranking System: Each
threshold amount reached may be transmitted and stored in the cloud
or on transitory devices. User demographical data (sex, status,
number of thresholds met, etc.), interaction data, number of users
at venues, and user activities are stored and transmitted in
real-time. This data is published in real-time to an entire user
group or selected group of users to give direct feedback on
particular locations, venues, brands, etc. to demonstrate which
venues are real-time and/or historically the most popular at set
times. This data may be presented in a rank-based system "Venue
POPP3N Status" through visual representation such as an image or
animation (how full a representative bottle is for each venue or a
meter for each venue, for example) or numerical ranking or another
method. Higher ranked venues receive various benefits in addition
to publicity as a higher ranked venue. Higher ranking venues and
all data may be used in AI process-based matchmaking systems and
other matchmaking algorithms.
[0096] Venue Feedback and Population Data Aggregation: Data on
venue popularity based on POPP3N events, preferred validation
times, etc. may be collected and stored to make direct or AI
process-based suggestions of popular products to stock, busy times,
target demographics, etc. The data is transmitted to either
transitory mobile multi-smart device servers or to non-transitory
server storage devices.
[0097] Best Mode of using the present invention: To perform the
present invention the user has to install a software application or
has to visit the website link to create his/her profile. Once the
user profile is created the user can generate temporary points by
performing various temporary points attributing actions as
described above. These temporary points will be erased after some
predefined time if they are not validated or authenticated by a
real-world authentication process by a real-world activity. The
temporary points will become permanent points after authentication,
the user may perform some predefined real-world activities to
directly attribute points to the permanent points. The permanent
points determine the rank or status of the user profile. Further,
the user based on his/her user profile is enabled to view/match
with at least one other user's profile. The real-world
authentication and various other points attributing actions
performed by a user have certain virtual or real-world benefits to
the user.
[0098] Certain embodiments of this invention are described herein,
including the best mode known to the inventors for carrying out the
invention. Of course, variations on these described embodiments
will become apparent to those of ordinary skill in the art upon
reading the foregoing description. The inventor expects skilled
artisans to employ such variations as appropriate, and the
inventors intend for the invention to be practiced otherwise than
specifically described herein. Accordingly, this invention includes
all modifications and equivalents of the subject matter recited in
the claims appended hereto as permitted by applicable law.
Moreover, any combination of the above-described elements in all
possible variations thereof is encompassed by the invention unless
otherwise indicated herein or otherwise clearly contradicted by
context.
* * * * *